;
; Damage Table File
;
; Format:
;
; DeclareOffenses()
; {
;   _list_of_offense_categories_
; }
;
;
; DefineVulnerability( _DefenseClass_  _DefaultVulnerability%_  _DefaultVariation%_  _CriticalHit%_ )
; {
;    _Offense_  _Vulnerability%_  _Variation%_  _CriticalHit%_
;    ...
; }
;
; NOTE: If Offense has no category (ie. Z instead of Z1), the defense entries
;       apply to all categories of that offense
;
;
; A1 is the air defence laser, used on ImpMAD and AntiAircraftSite
;
; B1 is the suicide bomber's bomb
; B2 is the artillery shell
;
; C1 is the Construction MAD's chaff attack
;
; E1 is the rail gun
; E2 is the laser rifle/pistol
; E3 is the plasma cannon
; E4 is the tachyon cannon
; E5 is the electro shock
;
; G1 is the neutron weapons
;
; H1 is the medic's healing weapon
; H2 is the mechanic's repairing weapon
;
; K1 is the normal grenade
; K2 is the Artillery Blast
;
; M1 is the air to ground missile
; M2 is the air to air missile
; M3 is the PolyAcid
; M4 is the ground to air missile
;
; R1 is the mechanic's repair
; R2 is the construction crew's repair
;
; S1 is the sniper rifle
; S2 is the shredder
;
; V1 is the offense for the vortex (temporal rift)
; W1 is the offense for the Seismic Wave


DeclareOffenses()
{
 A1 B1 B2 C1 E1 E2 E3 E4 E5 F1 G1 G2 G3 H1 K1 K2 M1 M2 M3 M4 R1 R2 S1 S2 V1 W1 Z0
}


DefineVulnerability(ToughHuman 100 10 0)
{
  A1 50    10   0
  B1 100    0   0
  C1   0    0   0
  E1 100   10   0
  E2 100   10   0
  E3 100   10   0
  E4 100   10   0
  E5 100   10   0
  S1 100   10   0
  F  100   30   0
  G1 100   10   0
  G2  80   10   3
  M1 100   10   0
  M2 100   10   0
  M3 100   10   0
  M4 100   10   0
  K1  90    5   2
  K2  100  10   0
  R2  0    0    0
  Z   80    0   0
}

DefineVulnerability(PowerHuman 100 10 0)
{
  A1 50    10   0
  B1 100    0   0
  C1   0    0   0
  E1 100   10   0
  E2 100   10   0
  E3 100   10   0
  E4 100   10   0
  E5 100   10   0
  S1 100   10   0
  F  100   30   0
  G1 100   10   0
  G2  80   10   3
  M1 100   10   0
  M2 100   10   0
  M3 100   10   0
  M4 100   10   0
  K1  90    5   2
  K2 100   10   0
  R2  0    0    0
  Z   80    0   0
}

DefineVulnerability(FlyingArmour 100 10 0)
{
  G1 100   10   0
  C1 100   10   0
  M2 100   10   0
  E2  50   10   0
  E3  50   10   0
  A1 100   10   0
  R2  0    0    0
  S2  0    0    0
}


DefineVulnerability(TankPlating 100 10 0)
{
  A1  50   10   0
  B1 100    0   0
  C1   0    0   0
  E1 200   10   0
  E2  50   10   0
  E3  75   10   0
  E4 100   10   0
  E5 150   10   0
  S1  10   10   0
  F  100   30   0
  G1 150   10   0
  G2  80   10   3
  M1 100   10   0
  M2 100   10   0
  M3 250   10   0
  M4 100   10   0
  K1  90    5   2
  K2  75   10  0
  R2  0     0   0
  S2  0     0   0
  Z   80    0   0
}    

DefineVulnerability(BuildingArmour 50 10 0)
{
  C1   0    0   0
  R2   0    0   0
  S2   0    0   0
  S1  10   10   0
  A1 25   10   0
  B1 50    0   0
  B2 65    0   0
  E1 70   10   0
  E2 50   10   0
  E3 40   10   0
  E4 40   10   0
  E5 40   10   0
  F  50   30   0
  G1 50   10   0
  G2 40   10   3
  M1 50   10   0
  M2 50   10   0
  M3 50   10   0
  M4 50   10   0
  K1 45    5   2
  K2 50   10   0
  Z  40    0   0
}


DefineVulnerability(SuperArmour 0 0 0)
{
  C1   0    0   0
  R2 100    0   0
  S2   0    0   0
}


DefineVulnerability(SuperArmour2 0 0 0)
{
  C1   0    0   0
  R2   0    0   0
  S2   0    0   0
}

